aboutsummaryrefslogtreecommitdiff
path: root/dep/include/g3dlite/G3D/Box.h
blob: 124727a0ca90579cab157c4e5433c6ac2cb4b190 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
/**
  @file Box.h

  Box class

  @maintainer Morgan McGuire, matrix@graphics3d.com

  @cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
  @created 2001-06-02
  @edited  2006-01-05

  Copyright 2000-2006, Morgan McGuire.
  All rights reserved.
 */

#ifndef G3D_BOX_H
#define G3D_BOX_H

#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Array.h"
#include "G3D/Plane.h"

namespace G3D {

class CoordinateFrame;

/**
 An arbitrary 3D box, useful as a bounding box.


  To construct a box from a coordinate frame, center and extent, use the idiom:

 <CODE>Box box = cframe.toObjectSpace(Box(center - extent/2, center + extent/2));</CODE>
 */
class Box {
private:

    static int32 dummy;

    friend class CoordinateFrame;

    /**
      <PRE>
       3    2       7    6

       0    1       4    5

       front    back (seen through front)
      </PRE>
     */
    Vector3 _corner[8];

    /**
     Unit axes.
     */
    Vector3 _axis[3];

    Vector3 _center;

    /**
     Extent along each axis.
     */
    Vector3 _extent;

    float  _area;
    float  _volume;

    void init(
        const Vector3& min,
        const Vector3& max);

public:

    /**
     Does not initialize the fields.
     */
    Box();

    /**
      Constructs a box from two opposite corners.
     */
    Box(
        const Vector3&      min,
        const Vector3&      max);

    Box(const class AABox& b);


    /**
     Returns the object to world transformation for
     this box.  localFrame().worldToObject(...) takes
     objects into the space where the box axes are
     (1,0,0), (0,1,0), (0,0,1).  Note that there
     is no scaling in this transformation.
     */
    CoordinateFrame localFrame() const;

    void getLocalFrame(CoordinateFrame& frame) const;

    /**
      Returns the centroid of the box.
     */
    inline Vector3 center() const {
        return _center;
    }

    inline Vector3 getCenter() const {
        return center();
    }

    /**
     Returns a corner (0 <= i < 8)
     @deprecated
     */
    inline Vector3 getCorner(int i) const {
        debugAssert(i < 8);
        return _corner[i];
    }

    inline Vector3 corner(int i) const {
        debugAssert(i < 8);
        return _corner[i];
    }

    /**
     Unit length.
     */
    inline Vector3 axis(int a) const {
        debugAssert(a < 3);
        return _axis[a];
    }

    /**
     Distance from corner(0) to the next corner
     along the box's local axis a.
     */
    inline float extent(int a) const {
        debugAssert(a < 3);
        return (float)_extent[a];
    }

    inline Vector3 extent() const {
        return _extent;
    }

    /**
     Returns the four corners of a face (0 <= f < 6).
     The corners are returned to form a counter clockwise quad facing outwards.
     */
    void getFaceCorners(
        int                 f,
        Vector3&            v0,
        Vector3&            v1,
        Vector3&            v2,
        Vector3&            v3) const;

/**
     @deprecated Use culledBy(Array<Plane>&)
     */
    bool culledBy(
        const class Plane*  plane,
        int                 numPlanes,
    int32&              cullingPlaneIndex,
    const uint32        testMask,
        uint32&             childMask) const;

    /**
     @deprecated Use culledBy(Array<Plane>&)
     */
    bool culledBy(
        const class Plane*  plane,
        int                 numPlanes,
    int32&      cullingPlaneIndex = dummy,
    const uint32    testMask = -1) const;

    /**
      See AABox::culledBy
     */
    bool culledBy(
        const Array<Plane>&     plane,
        int32&                  cullingPlaneIndex,
        const uint32            testMask,
        uint32&                 childMask) const;

    /**
     Conservative culling test that does not produce a mask for children.
     */
    bool culledBy(
        const Array<Plane>&     plane,
        int32&                  cullingPlaneIndex = dummy,
        const uint32            testMask          = -1) const;

    bool contains(
        const Vector3&      point) const;

    /** @deprecated */
    float surfaceArea() const;

    inline float area() const {
        return surfaceArea();
    }

    float volume() const;

    void getRandomSurfacePoint(Vector3& P, Vector3& N = Vector3::dummy) const;

    /**
      @deprecated
     Uniformly distributed on the surface.
     */
    inline Vector3 randomSurfacePoint() const {
        Vector3 V;
        getRandomSurfacePoint(V);
        return V;
    }

    /**
     Uniformly distributed on the interior (includes surface)
     */
    Vector3 randomInteriorPoint() const;

    void getBounds(class AABox&) const;
};

}

#endif